[Mod] Ascalon's Questpack (Kerzenburgforum)

From the readme:During the course of the game one is often inspired with smaller or bigger ideas for side-quests or stories that take place parallel to the story of the bhaalspawn. This modification is a collection of my (Ascalon's) ideas: Several quests or differing dimensions. Some are humorous, others of the tragic kind. There are puzzles and combat challenges. Several require a diplomatic touch. A few are race- and class-specific.

The mod adds quests to both BG1 and BGII. It can be installed directly to BG:EE, BGII:EE, EET, BGT, Tutu (w TotSC), and BGII.

CONTENTBaldur's Gate I:

- A Job Well-PaidWhat happens when adventurers are a bit too eager to spend their first big money? Travel to Beregost to find out.

- A Feast for the GnollsIt was supposed to be a romantic picnic, but then everything went wrong. Look for Mrs Wellstone in Nashkel and help the poor woman find her son.

- The Great CarliniOnce a gnome's scientific curiousity has been stirred there is nothing that can stop him. Not even the spell that once cost the archmage Carlini hist life. Look for Ygnatius in the Friendly Arm Inn (he is hard to miss).

- FangirlsTrue fangirls stay true to their idols, just like Cindy, Mandy and Ashley in the north-western part of Baldur's Gate...

- A Home for the GibberlingsWhat does an artist create when out of ideas? Trouble, lots of trouble, considering what Gerlado the Splendiferous in the central part of Baldur's Gate has been up to recently.

- The Lost SonAll the half-elf Aphriel wanted was to lay down her bow in favour of a simple life. But then everything changed. Meet her in the bandit camp after dealing with the guards.

- Of Wolves and MenAiwell the mage has barred her doors - from the outside. Find out why near High Hedge.

- FlopsyAn epic tale of honour, friendship and bunny-rabbits.

- The Serpents of AbbathorA mysterious dwarven kult is recruiting along the Sword Coast and heroes are in great demand! At the moment only te BG 1 part is complete. Loot Mulahey's corpse or travel to the south-west part of Baldur's Gate to get started.

Baldur's Gate II:

- A Halfling among the EyelessWho will help Mrs Lawner to find her missing son?

Changes:-"Snakes of Abbathor": journal entry if quest is solved; dwarf giving out pamphlets will be gone after the cult is destroyed-"Breeding of Gibberlings" Geraldo takes his bird Elminster back when quest is finished-journal entry "The Snakes of Abbathor in Nashkel?" will only be out once into the journal upon entering the area-"An Erring Halfling": activated additional script: mother will react to the death of her son, too.-added legal notice with regards to Wizards of the Coast's Fan Content Policy

v2.03 installs fine on my BG:EE and SoD.The error message could be because your setup-ac_quest.exe is not WeiDU v244 but a lower version which didn't know the "SUPPORT" tag yet. When starting the setup-ac_quest.exe, you see the version number. Version 2.03 of the Questpack should be packed with v244 so if you take the newer exe it hopefully solves the problem?

I've been using this mod in my playthrough currently and wanted to thank you jastey and Ascalon for this great mod. I really enjoyed the quests a lot. This is definitely my favourite quest mod now, together with UB.

One relatively minor issue I had was, Aphriel didn't show up to give me the quest, but I still found her son and returned him to her and still managed to complete the quest. So I completed the quest at the same time as I got it in my quest log. And after finishing up, they were supposed to leave, but Aphariel seems to have forgot her son again at the spot I returned him:) So, her son still stands in front of the Friendly Arm entrance after the quest is finished, with no conversation options possible. I'm using the latest 2.04 version.

Edit: Forgot to mention that I'm using BGEE v2.3, not the latest one, in case it matters

- In the mines, the shadows did not provide any XP - dunno if this is intended?- Some of the shadows "lost focus" during combat. If there were suddenly no enemies next to them, they would just stand around letting themselves be shot down.- The umber hulks turned red but did not do anything so I could just hack away at them. Perhaps this was because I approached them in stealth? They turned red when I got near but did not attack, even when I turned visible.

Oh, that's a good catch! The mod uses fixed string numbers for some items which should be from BGII, of course (with the mod being originally for BGT) but those are different in BG:EE, of course.Thank you!

@MiridorBUT the description of the sword from this quest has mod added strings (at least in the current version) so what I found (and will fix) is not the cause for the mixup you see - I fear you have some sort of text mixup in your game, did you change your install while playing or are using an older savegame by any chance?

@jasteyI did actually notice some other text mixups. In the mines, for instance, the map notes at the bottom level were off and some "subtitling" of battle cries were complete nonsense as well.I have other mods installed but the only thing I changed after I started this game was this fix to make the level up icon appear https://forums.beamdog.com/discussion/comment/1003567/#Comment_1003567

Oh this reminds me, I have a few text mixups in my game too, but very few of them. That sword, it's burning earth yeah? I had a strange text on that one too. But the same sword that is taken from Durlag's tower looks fine. Also, whenever I use Mummy's Tea (i think that was the name, the potion that cures diseases), Drizzt's lines come up as if I just talked to him. Don't know if it's related to this mod though.

I have a few other mods that I use alongside this one, like Northern Tales, Unfinished Business and NPC project. But no other quest mods, the rest are Tweaks Antology and some kits. By the way I'm on BGEE v2.3.

@Ludwig_II Mummy's Tea is from NEJ I think, but it gets introduced by NTotSC if not present. Might well be that in the NTotSC version some text line is referenced in the spell that is used for curing that gives a wrong line. I'll add it to my notes.

It's just funny because the sword (Sword of Flame +1, "AC1H53") uses mod added texts, only, so it cannot be the mod mixing up the lines.

I've had the sword of flame description come up wrong as well, but only if given for transforming the wolf, not if killing him and getting it from Thalantyr. When staright out attacking the werewolf, if one has a cure but decides to attack regardless nothing can be done, everything slows down and he can't be targeted.The other is if no cure is made sometimes Thalantyr will not recognize you have his body until a cure is made regardless.

One other mention about Perwell. I've only been able to get him to follow me out once, every other time he just stays at the C Mines.I think those are the only issues I've noticed in an otherwise fantastic group of adventures.

I don't know if this is still being checked, but I had a question! Really enjoying the mod so far, but I'm stuck in the quest A Feast for the Gnolls. I've talked with the woman's ghost and I have Aaron's ring from the Gnoll Fortress, but I can't talk to the mother anymore and there is no new dialogue with the ghost. Am I missing something? Thanks!